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Messages - Edixo

#1
Mods / [Mod Request]Parrots
June 30, 2018, 03:46:42 AM
Basically just a herbivorous cat reskin. Birbs to lounge around your base and nuzzle people. Maybe make them tamable in rainforest biomes.
#2
Mods / [Mod Idea] Stack Implant
February 04, 2018, 04:22:02 AM
Just watched the first episode of Altered Carbon, which gave me this idea. It's not a request, per se, as I can't imagine the coding skills it'd take to pull it off, but I'd like to share it in either case.

In the series, a stack implant in your neck holds a copy of your consciousness that allows you to swap bodies at will. In Rimworld, it would work the same. If a colonist with a stack implant dies, the implant is dropped next to the colonist, and holds a copy of that colonists skills, traits, and social stats. It can then be implanted into a new body, for example a raider that you've captured, or one of your other colonists.

Implanting it into a body of a different gender should give a massive mood debuff, unless the colonist have a certain trait that allows for swapping between genders.

Thoughts?
#3
If you use a healer mech serum on a person that's on contraceptive, it removes the contraceptive, and more importantly, wastes a healer mech serum.

pls fix
#4
This mod is absolutely amazing. Props to all the artists working on it. The tracks are high quality, and even better than the ingame tracks in my opinion.

My favorite is Long Way Home. I always hum along when it comes on.
#5
Releases / Re: [B18] A RimWorld of Magic
February 02, 2018, 04:20:04 AM
I absolutely love this mod. I've been playing around with physical classes, and I want to give my input on my favorite one; Sniper.

In order to have it be in the same genre as the others, why not rename it to Ranger? And, Disabling Shot might need a tweak, since I know many of us are playing with the Allow Tool mod that adds the Finish Off option to downed targets. With it and a sniper, you can kill a Thrumbo with two moves.
#6
It could be randomly generated passions, along with traits. Like the way it's done in the Children and Pregnancy mod.
#7
First off, I absolutely love this mod. Droids are awesome, and the Androids are fun to play around with.

I have a small request. It would be really cool to be able to "awaken" a droid by installing an AI Persona Core in it, removing the restrictions on social, art, and research, essentially granting it self awareness. Have the operation require something like 10 Medical or 10 Research.
#8
I need to tell you guys this story, as it is so absurd and meta that I don't know what to think.

I'm running a game with several mods, the prominent ones in this story being the Star Wars Force mod, which adds RPG-like skill progression to certain pawns, the OHU Dropships mod which adds a shuttle you can travel around the planet with, and the Children and Pregnancy mod that lets your colonists have children together.

So it all starts with Green Alboio. He was a tribal that raided my base in the early stages of the game. He had the Force Sensitive trait which meant I could train him to become a Jedi, so I captured him and recruited him. Over time I trained his skills to the point where I could start using him to solo bandit camps, and I did so with the OHU Dropship. At this point, Green was a Jedi around level 13.

Somewhere, somehow, on a flight to or from a bandit camp, Real Green (referred to as RG) was replaced by Imposter Green (IG). I did not realize this until very, very late in this whole thing. IG was an exact clone of RG with the same skills and equipment, and RG got pushed back in the game code and became a world pawn that never spawned. So, IG lands and starts doing everything that RG did, mine, grow, interact with the other pawns, etc. Meanwhile, RG was stuck in Game Code Purgatory.

After a while, I started noticing a bug with Green's social status. It would constantly reset for no apparent reason. It did it every time that I reloaded a save, but also randomly during gameplay. It would simply reset to 0 for my other colonists, meaning they had no opinion on IG. IG, however, would retain all the social interactions with the other pawns. This, I'd learn later, was because all the social interactions towards IG would actually go to RG, still stuck in Game Code Purgatory.

I shrugged the bug off, blaming a ton of mods for it. At this point it wasn't an issue, since IG wasn't a lover or married to someone. No matter that it kept resetting. So IG just kept leveling his skills and increasing in force power. The real issue started once IG got a lover, Gen. I'd assign them a double bed where they could sleep together, but the bug would keep showing up. Gen would have Green as a lover, and another Green as an acquaintance. When I clicked on the lover Green in the social stat, it would say "Green is off the map", and when I clicked the Acquaintance Green, it would direct to the Green currently working somewhere on my base. Of course, I wanted them to stay together, so I kept reloading saves and try over to keep the relationship going. They got engaged, and in the end married.

However, at one point, even reloading saves would not fix it. It would still be "Green is off the map" when I clicked Gen's spouse in the social tab. So I started messing around with dev tools for the first time in my over 500 hours of playing Rimworld. I was adamant enough about their relationship that I was willing to alter my game with the tools in order to keep it going. I did this for a long time in ingame time, and a while after they got married, Gen got pregnant. She gave birth to a daughter, and everything seemed fine. The bug carried over to the Daughter, with her father being "off the map", and IG being an acquaintance. I kept resetting their relationship with dev tools, but at one point I became fed up with it enough that I started looking for the reason this kept happening.

I tried disabling mods here and there to see if they were the ones causing the issue. It still showed up. Then I started looking through the world pawn lists in devmode. That was when I noticed a second green. I had had the list open several times before when fixing the relationship, but never actually searched for "Green" in it, I would just pick the first one and go with it, which turned out to be IG. RG was further down the list. Now that I saw that there were two Greens, I tried to delete the one I thought was the imposter, but actually was the real one. First, I removed all relations to RG with devmode. Then I ran RuntimeGC to remove world pawns. Sure enough, this removed RG from the game and left IG as the only one.

The bug persisted on my next reload. There was two Greens again.

At this point, and only at this point, did I start to think the other way around. "What if this random world pawn also named Green is actually the real one?" So I spawned him. It was Green, level 13 and with way less skills, and with the old scars and missing eye that I still hadn't fixed on him. At this point, IG was level 41 and with really good skills. I made IG strip all his gear, deleted him, had RG that I'd just spawned equip the gear, ran RuntimeGC, fixed his work tab, and ran the game as usual. I haven't had the bug since.

Now, this is the spooky part. RG had been stuck in the game code since that long ago. All social interactions between IG and the other pawns had gone towards RG. He'd felt every social interaction, but could do nothing. He'd seen IG level his skills and live his life, but could do nothing. He'd seen IG fall in love and get married on his behalf, but could do nothing. He'd seen IG father his child, but could do nothing. And when I, the creator, noticed this, I tried desperately to make IG the real Green, but I constantly had RG fight back from his place in Game Code Purgatory. Even when I managed to delete RG, he showed up again later, as a result of my other colonists remembering who RG was. See, my colonists knew the entire time that IG wasn't RG, hence why the social stat kept resetting.

Now RG is in my game, sleeping with his wife Gen, slowly on his way to rebuild his skills and levels. I've considered breaking my no drugs rule for him; I think he deserves a beer for being through all this.

That's the story of Green, the pawn who fought against his stupid creator with everything he had, and won.
#9
Any way of getting this to work with Genetic Rim?
#10
General Discussion / Relationship breaking bug
January 15, 2018, 10:30:59 AM
No idea where this comes from, but figured you guys might be able to help.



I have two colonists who are engaged. Somehow, somewhere the fiancee Green has disappeared and is "off the map". The Acquaintance Green is on the map doing stuff as always. Of course, this breaks the relationship completely. Reverting to an older save when I know the relationship was OK doesn't work, it's still 100, 0.

Is there a way to fix this?
#11
These are blowing my mind. Your art is amazing.

Here's a challenge, if you're interested:


Obviously, Chaz hunts with this.
#12
Frustrating bug that I'm fairly certain is from this mod. Using healing powers on a colonist resets their social interactions in a weird way. I had two lovers where I used the power on one of them, and after that the guy I used it on wasn't recognized by his lover as her lover. Very weird. Using the B18 version.
#13
I can't seem to unload crystals from lightsabers - the function simply doesn't work.

Using B18 version, by the way.
#14
I can't find the Writing Desk workstation anywhere in my menu. Is this a known bug or has it been replaced with something?

Currently have children aged 9, but all their skills are disabled.

Edit: Nevermind, I'm retarded. They hit 13 and skills unlocked. Yay for growth pills.
#15
Releases / Re: [A18] SimpleSidearms (1.2.2)
December 31, 2017, 12:18:06 AM
Just came here to report the same issue with pawns not drawing their weapons.